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#1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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It feels good
Join Date: Mar 2006
Posts: 1,305
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CAVERN CRAWLERS
Racial Traits:
Resource Recollection:
Unit/Building Tables: Cavern Crawlers - Units:
Cavern Crawlers - Buildings:
Cavern Crawlers Hero + Skills:
Cavern Crawlers Royal Unit + Skills:
Last edited by Alevice : 01-10-2010 at 05:29 AM. Reason: Update |
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#2 |
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I'm not too keen on the gold system, so as soon as you build another depot the remaining gold is redistributed for each depot?
__________________eg; Gold mine has 100 gold, player has 1 depot. The single depot has 100 gold which it is assilimating. The player then builds another depot, now each depot holds 50 gold. The player 'captures' another goldmine with 100 gold, now each depot has 100 gold again? Considering that a goldmine has like 10k gold, if the enemy rush you they could destroy your depot and steal it all! Hell, if the enemy attack you AT ALL and target the depots they will steal all your gold! What is the range for depots? Do they have to be within 1000 range to gather? Is there a maximum amount per mine? So basically, the part I dislike is the killing player grabbing gold; maybe limit each depot to having X ammount of gold, and you require workers to replenish this gold, or better yet, the gold mine can 'export' 25 gold per second, distributed between each depot evenly, to a maximum of 100 gold held in each depot. The depots can process 5 gold per second. You can purchase upgrades to the export speed, and the processing speed. So if you have 5 depots, you are processing 25 gold per second. Then if you buy an upgrade to the export speed, eg it goes up to 50, you can have 10 before you break even. Of course you can always have more depots, so that they stay at minimum gold just incase of an enemy attack. Dunno, just ideas etc. Another query about the lumber; so beetles will eat lumber, turn it into dung (presumably some kind of small unmoving unit or structure), which they will then collect again, and return to the town hall? Or do they just eat the dung? Seems like it would be quite a hassle to make the beetle eat the tree, put the dung on the ground, grab the dung and take it back where ever, or just eat it. But i like the idea, I'm using something similar where gold is mined and placed iinto crates, which can be killed by units or heroes etc, for xp and gold. Kinda like a low level training mechanism, and a gold system, in one \o/ The rest is quite nice :) |
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#3 |
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User
Join Date: Jul 2004
Posts: 787
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List of annoyances/suggestions:
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#4 |
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"Hatchling idea. I'm not too keen on self cannibalizing Zerg bombs. I mean it really limits their usability. It enforces use them or lose them mentality. I'm not sure if you can even amass enough of them to zerg rush and nothing beats free XP for the opposing hero. Maybe make a low tier Roach (super life regenerator) which can be cannibalized with minimum risk. Give it like 30 hp per sec and allow your hatchlings to eat it."
__________________Or you could make them able to eat the dung :D |
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#5 | |
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Join Date: Jul 2004
Posts: 787
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Quote:
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#6 | |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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Quote:
I really meant it when I said it :P Also, holy shit, that was fast. Great to hear disagreements and bashing already :) (hate it when it happens already at the goddamn voting phase) One of the thing I failed to mention is that indeed, bases/lair are intended to provide some bonus of sorts. I barely implied it when I mentioned webbing, but the point is that webbing is a requiremnt for building placement and grants different bonuses to units, the primary is regen bonus. Obviously some debuffs as well for enemy units (slowing down is one of them). Defense strutucres are intended to be very effective crippling units (current ideas would be armor reduction attacks), and the Queen willl likely be a very defensive spellcaster as well. I know it' aint very spidery, specially when there isnt really such a thing like spider colonies. But I'm kind of stretching the idea and integrating overall arachnid and insect-like shit, like colonies and crap (almost becoming a zerg ripoff :P); I'm currently thinking of ways of integrating spider venomin more than just DoT effects. Otherwise the 3d model availability might kill me. I will certainly rename them and broaden a bit the scope. Why didnt I call them ants? Becasue ants are lame. :P Bleph got the right idea with the wood harvesting. I just wanted to explain a bit of their excuse for getting wood and gold in the first place. Hatchlings are just meant to be the first phase of the spider lifecycle, they are capable of morphing (omg butterflies) into the more "advanced" units, which no longer suffer the eternal hunger. I was thinking of a way enemy units can be trapped and could serve as meals for the hatchlings. Bolas spiders might help there. Gold depots are not mean to be fragile buildings. And the gold assmilation is global. So the more depots, the faster you gain gold and enemies gain less from each depot raze. I can see the concerns about rushing, and Gorman's idea about depot's stock limit is tempting; assimilation bonus upgardes will certainly feature. I still need a way to prevent the spider player from just rushing its way to absorb goldmines accross the map and cripple opponents expansion capabilities; but I guess I can work on that once the system is working, as it seems just fine tuning balance might alleviate that issue. I should address that lairs are intended to be gerat at defending, and with the enmy capturing idea, I want it that rushing your way aginst a spider lair is a horrible idea, as your units would just prove to be a feast for the spiders. I will post a more adequate update later on. |
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#7 |
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User
Join Date: Jul 2004
Posts: 787
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Alevice your link in signature doesn't give me permissions :(
Is it the same page as this or not? PS. I've got an idea. Why not make tiny structures near gold mines like egg sacks that slowly drain gold from the mine. Limit their functionality by saying no more than five can gather at a same time (you can build more but they don't extract gold). Seems more spidery and without the whole if it dies your opponent gets gold complication. Last edited by Belphegor666 : 08-18-2009 at 01:24 AM. |
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#8 |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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i will try a few differnt experiments including yours. I might posts outcomes just to see which feels nicer.
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#9 |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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Okay, after Archmage pointed me to the Silithid wowwiki page, I realized my race is very similar to them. I may retool a few things and basically make them an abadonded silithid offshot or soemthing.
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#10 |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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The Gold Recollection system has been retooled as follows:
__________________Mines have to be trapped (as in haunting/entangling them, whatever). All the vaults will extract from each goldmine a proportional amount of gold based on the total, so all mines get depleted equally. I have a working system based on this current modality (I dont like the proximity thing, not for this at least). A current bug I am finding is that the player is not notified that a goldmine is running low, and goldmines with 0 gold dont collapse. My guess is that since gold is substracted by triggers and not naturally mining it, neither event triggers properly. |
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#11 |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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Conceptualizing:
__________________AFter some brainstorming with Archmage Sregfuckcaster, with me stating to make the gold processing analogous to nectar/honey/wax and make them a silithid offshoot, he came with the idea that maybe the Old Gods experimented with them much like it happened with the ancient earthen race. So the spidery/insect race are an amalgam of organic tissue with corrupted gold alloys. Which gives them an excuse to fight the other races as well for the other races to venture raiding their lairs (shittons of gold ffs!). Current tempting name Auruthid Hives (lulz, aurum+silithids) (from the previous codename of Cavern Crawlers, which i still like mind you) |
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#12 |
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User
Join Date: Jul 2004
Posts: 787
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Cavern crawlers sounds more awesome than auruthud... But it sounds as something that is either murdered for gold or murders cavern denizens for gold (like Dungeon Crawlers).
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#13 |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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Yeah im uncertain again
__________________i couldnt find sufficent gold looking motifs to keep the theme, so i will see where it goes. it's likely i will stick the name until i submit it heh |
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#14 |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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uodated first post :)
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#15 |
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User
Join Date: Jul 2004
Posts: 787
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Hmm so will this replace blight or will it be custom scripted.
As for mutating my ideas are like this: 1) Sacrifice - Acolyte style. 2) Morph - like obelisk statue. I think it can be set to build slowly or something. |
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